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Question by cardinal170 · Mar 30, 2018 at 05:23 PM · lerplinerenderer

Lerp Never Reaches Target

     LineRenderer lineRend;
     public Transform startPos;
     public Transform endPos;
     public float speedOfDecrease;
 
 
 
 
     bool isShrinking;
     private Vector3 endPosExtendedPos; 
 
     public DrawLineNote()
     {
         isShrinking = false;
     }
         
 
     public void Awake(){
 
     }
 
     // Use this for initialization
     void Start () {
         lineRend = GetComponent<LineRenderer> ();
         endPosExtendedPos = endPos.localPosition;    lineRend.SetPosition (0, startPos.position);
         lineRend.SetPosition (1, endPos.position);
 
     }
 
     public void Shrinking(){
             this.isShrinking = true;
         Debug.Log ("what the heck");
     }
 
     public void NotShrinking(){
         this.isShrinking = false;
     }
 
     // Update is called once per frame
     void Update () {
 
     
         lineRend.SetPosition (0, startPos.position);
         lineRend.SetPosition (1, endPos.position);
 
 
         if (this.isShrinking) {
             Shrink ();
     }
     
 
 
 
     }
 
     public void Shrink(){
         //The line starts shrink
             endPos.localPosition = Vector2.Lerp (endPos.localPosition, startPos.localPosition,Time.deltaTime * speedOfDecrease);
         
     }

Everything works fine its just when I leap the line, it never reaches the destination I want it too, it decreases exponentially so it goes fast then slows down. I want it to decrease at a constant rate

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Answer by LilGames · Mar 30, 2018 at 07:14 PM

Follow the example shown here: https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html

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Answer by Rygaran · Mar 30, 2018 at 08:27 PM

Lerp will give you a smooth shrinking, if you want a constant decrease, just do: endpos += (startpos - endpos ).normalized * multiplier this will make endpos get closer to startpos by a distance of multiplier

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